Initially, I started off replacing some of the common trims with gpl textures which could have been implemented in any future replacement texture packs from jack. The results were good and Speaker kindly offered to help manage it and we decided it would be worthwhile to replace all these textures with suitable gpl ones.

It's not the most glamorous task but we have made good progress and any help is welcome. If the intention is to add jacks textures to prevent the missing texture issue then perhaps we could submit our efforts but there's still alot of work to be done. If the idea is to use gpl images to replace the missing q3 textures then even better, if we can align our textures in with oa to get the stuff done quicker.

I'm curious, how exactly should a texture creator contribute a texture, ..or 108 textures. What proof do you need that he/she is the author? What if that person wants to contribute a large number of textures (already created, or not yet created), then how should the process of contributing take place, so you can be sure the content is indeed owned by that person?

I remember how you, on one side, and Speaker and Missbehaving, on the other side, failed to work together to see how to include in OA at least the textures they created. Ultimately this affects OpenArena, of course. I hope your answer to my questions will prevent such a failure with other people who want to contribute textures.

I remember how you, on one side, and Speaker and Missbehaving, on the other side, failed to work together to see how to include in OA at least the textures they created.

yeah, well they failed to even provide sources or even credits on request, plus they wouldn't be appropriate for OA anyhow (they're 1x size of Q3 textures).

I think if it would have been clear from the beginning how exactly they have to proceed to contribute a large number of textures so that they are accepted, this would not have happened. Will you please answer the questions?

I dont really think in original q3 this group of textures looks anything like a spider, it looks more like pistons to me, so i was thinking of theming this group on snakes, but still staying close to the color scheme of the q3 texture.

I think this one is to ugly, i will redo the snake but it gives a sense of where it is going.I used some textures i found on the openarena as material.base_floor/diamond2.jpg for the snakeskin and base_wall/bluemetal2.jpg and bluemetal3b.jpg for the background

The following textures can be needed:base_wall2/demonltblackfinal.tgabase_wall2/demonltblackfinal.glow.tga

I've made replacements for the following:base_wall2/ntrl_techfloor_kc.tgabase_wall2/techfloor_kc.tgabase_wall2/techfloor_kc_blue.tgaproto2/reda_dclproto2/redat_dclproto2/bluea_dclproto2/blueat_dcl

And their respective shader, the first three are locations for weapon spots, maybe can be of the utility to mark weaponspawn spots. The other four are CTF arrows pointing to bases, I think the base_wall2 is used on MP maps.

I'm uploading those.

EDIT: Uploaded, download the pk3 here, also the sources can be found here. Below is the preview:

« Last Edit: July 05, 2009, 09:49:16 pm by |TXC| Neon_Knight »

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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVTWant to contribute? Read this.